Christoph Oelckers
652712d970
- moved Vulkan and Softpoly backends to 'common'.
2020-04-29 22:17:35 +02:00
Christoph Oelckers
bc8335de3b
- Vulkan backend dependency cleanup.
2020-04-29 18:52:08 +02:00
Christoph Oelckers
6cf91d3941
- moved the remaining core parts of the GL renderer to 'common'.
2020-04-29 17:19:17 +02:00
Christoph Oelckers
64e301130b
- moved low level sky rendering to 'common'
2020-04-29 00:21:30 +02:00
Christoph Oelckers
b58e3172fc
- need hw_viewpointuniforms.h as well in 'common', after decoupling it from game data.
2020-04-26 23:02:16 +02:00
Christoph Oelckers
69d724ae73
- moved lightbuffers and flatvertices to 'common'.
2020-04-26 12:41:13 +02:00
Christoph Oelckers
cf41a0b1fb
- moved hw_cvars to 'common'.
2020-04-26 11:38:38 +02:00
Christoph Oelckers
6177ed153d
- consolidated the 3 RenderViewpoint variants and took the function out of the framebuffer class.
2020-04-25 10:51:45 +02:00
Magnus Norddahl
ab16cbe298
Fix missing texture update
2020-04-24 13:08:22 +02:00
Christoph Oelckers
b2281c38e1
- fixed texture layer management so that each material layer can decide for itself if it wants to allow upscaling.
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- rewrote the hardware texture precacher to use the new texture management to properly track the data to delete.
2020-04-19 10:57:56 +02:00
Christoph Oelckers
5a2a72fc95
- store the Vulkan descriptor sets in the material - where they belong!
...
Having them in the base texture object was a major maintenance issue.
2020-04-19 10:57:56 +02:00
Christoph Oelckers
83817080bb
- more texture cleanup.
...
It is now in a state where FTexture really needs to be separated from FGameTexture.
2020-04-19 10:57:48 +02:00
Christoph Oelckers
31035a6cea
- cleaned out the coordinate code in FMaterial.
2020-04-19 10:57:48 +02:00
Christoph Oelckers
aeba304715
- texture code refactoring to consolidate multiple textures referencing the same backing image.
2020-04-19 10:57:44 +02:00
Christoph Oelckers
3a47c5c7f7
- fixed Vulkan's uTextureMode setup. Also only mask out the flags we really do not want to avoid surprises in the future.
2020-04-19 10:57:44 +02:00
Magnus Norddahl
9ef6d8fd53
Always null textures for all slots because the vulkan target is an OpenGL emulator ;)
2020-04-19 10:57:44 +02:00
Christoph Oelckers
7c46dace03
- this still doesn't work on Vulkan. :(
2020-04-19 10:57:44 +02:00
Christoph Oelckers
8381092cce
- major shader rework
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* handle brightmaps in the main shader instead of keeping separate instances around.
* added detail and glow layers from Raze.
* fixed material setup which could not guarantee that everything was initialized correctly.
* for warped textures, warp all layers. With this brightmaps finally work on warped textures.
Note: Vulkan reports a "device lost" error with this which still needs to be investigated.
2020-04-19 10:57:43 +02:00
Magnus Norddahl
08e86b5bcc
- fix vulkan crash when there are no textures in player's view
2020-02-15 10:42:46 +01:00
Magnus Norddahl
fca3da8af4
Update and clarify the licenses for the postprocess, vulkan and softpoly parts
2020-01-03 05:52:01 +01:00
Magnus Norddahl
7d73616fda
- release any references to command buffer when flushed
2019-08-25 12:12:29 +02:00
Magnus Norddahl
ad8c5bb96e
- add VkRenderPassManager::GetVertexFormat so that all VkRenderState access is done through functions that can then be made thread safe
2019-07-28 17:20:49 +02:00
Magnus Norddahl
76675a4d61
- add VkMatrixBufferWriter so that both buffers are used same way in VkRenderState
2019-07-28 17:04:56 +02:00
Magnus Norddahl
4adac3fe59
- move streaming uniform buffers out of VkRenderState
2019-07-28 16:28:43 +02:00
Magnus Norddahl
774955dbc4
- write into stream buffers before opening the next render pass
2019-06-16 13:08:25 +02:00
Magnus Norddahl
d31dbf14e4
- wait for space if the stream buffers are exhausted
2019-06-16 13:05:12 +02:00
Magnus Norddahl
a093f686a7
- store the vulkan framebuffer with the image (this ensures the framebuffer object is destroyed along with the image)
2019-06-10 22:14:02 +02:00
Magnus Norddahl
680a6f348b
- use one render pass for the entire scene or until postprocess or command buffer flushing forces it to end
2019-05-18 08:12:46 +02:00
Magnus Norddahl
7e37d640dc
- avoid creating a new render pass if a pipeline bind will suffice
2019-05-18 06:54:35 +02:00
Magnus Norddahl
9ab19d057d
- centralize how image transitions are done in the vulkan backend
2019-05-16 18:26:47 +02:00
Magnus Norddahl
f2e37d506e
- fix model chasecam crash
2019-05-12 23:05:31 +02:00
Magnus Norddahl
e21ffc131e
- move camtex depthstencil to VkHardwareTexture
2019-05-05 13:36:03 +02:00
Magnus Norddahl
e1ae8bbc59
- rendering to texture requires a separate depth/stencil image as the image used by the main view may be using multisampling
2019-05-05 01:58:36 +02:00
Magnus Norddahl
188714dc14
- the light storage buffer is not dynamic
2019-04-28 23:51:09 +02:00
Magnus Norddahl
6699cd5462
- change FRenderState to store directly to the StreamData struct. This simplifies the vulkan backend and also allows the OpenGL backend to use the same uniform block transfer strategy in the future.
2019-04-20 04:16:01 +02:00
Magnus Norddahl
da7a4ceb34
- change drawcalls to measure the Apply time rather than the individual draw calls (Apply is what costs something on vulkan while the draw call queuing is so cheap its an uninteresting thing to measure)
2019-04-20 00:38:38 +02:00
Magnus Norddahl
779cb42578
- remove vk_submit_multithread again as it seemed to have no effect on performance and only complicated the code
2019-04-19 23:26:06 +02:00
Magnus Norddahl
458da39c39
- add vk_submit_multithread for doing command buffer submit calls on a worker thread
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- add vk_submit_size for testing various command buffer sizes before flushing them
- add submitted command buffer count to renderstats
2019-04-19 22:42:32 +02:00
Magnus Norddahl
3957a19bd0
- flush the commands for every 1000th Apply call
2019-04-19 21:08:15 +02:00
Magnus Norddahl
47fa7dafe3
- fix shader timer not always being applied correctly
2019-04-18 17:14:26 +02:00
Magnus Norddahl
85b754b9ca
- fix model rendering glitch
2019-04-09 18:19:14 +02:00
Magnus Norddahl
eb9f6ec313
- remove the 6 layer texture descriptor set limitation
2019-04-09 16:30:49 +02:00
Magnus Norddahl
7b3350ae1e
- the material descriptor set must be bound again if the pipeline changes and the new shader uses more textures than the old one
2019-03-18 00:38:09 +01:00
Magnus Norddahl
40ee32a0ce
- minor adjustments
2019-03-17 21:14:51 +01:00
Magnus Norddahl
c00a46043d
- implement ssao
2019-03-16 23:37:38 +01:00
Magnus Norddahl
903f8b6696
- move the active render target from VkRenderPass to VkRenderState
2019-03-13 00:18:27 +01:00
Magnus Norddahl
dca0b75038
- change the images to be upside down until presentation to increase compatibility with shaders designed for OpenGL
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- clamp scissors fully to avoid NVidia's awful drivers locking up the entire system if they end up out of bounds
- perform buffer clears as part of the render pass. this puts some restrictions on how FRenderState.Clear can be used
- add an offset uniform to the present shaders so the vulkan target can flip the image during presentation
2019-03-12 23:53:20 +01:00
Magnus Norddahl
db6a4781c8
- clip scissors (tired of my computer blue screening - thanks NVidia!)
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- wrap viewport
2019-03-12 16:17:26 +01:00
Rachael Alexanderson
916f21942c
- Reverse the status bar offset when shearing the viewport in Vulkan - fixes the issue with a black bar at the top of the screen
2019-03-11 22:06:51 -04:00
Magnus Norddahl
fed0f0dfab
- fix the multisample and image transition validation errors
2019-03-09 23:17:48 +01:00